Endless Engines Tovbaz Artem
0:05
Foggy Ride The House
1:46
2 жыл бұрын
VAZ-2100 Foggy Ride project car
1:52
Foggy Ride
0:55
3 жыл бұрын
Radio
0:07
3 жыл бұрын
Пікірлер
@shawnwoodrow1930
@shawnwoodrow1930 3 күн бұрын
Thanks a lot! I had a problem with a normal map and fixed it with changing the margin size to 1 px
@KEEYBLADE
@KEEYBLADE Ай бұрын
This is perfect. I really love the detailed explanation and how you show the result for different values. It's incredibly helpful.
@user-dh1tm9ml1m
@user-dh1tm9ml1m 2 ай бұрын
감사합니다.😀
@U8Kio
@U8Kio 4 ай бұрын
Thanks bro, where have you been before. I also combined this method with masks, now I freely subtract areas from masks where the normal map will be different
@channelname8623
@channelname8623 4 ай бұрын
i wonder what they did with the pressure factor setting. its no longer in the same place.
@outresler1757
@outresler1757 5 ай бұрын
Legendary tutorial, this is what must be in documentation
@artemtovbaz8452
@artemtovbaz8452 5 ай бұрын
Well, it's all mainly based on the documentation, but combined with a practical demonstration, some of my own findings and conclusions)
@Hewlga
@Hewlga 6 ай бұрын
very informative, you did a lot of work and it was very helpful ❤
@user-wv5xq7hl8o
@user-wv5xq7hl8o 8 ай бұрын
Thank you for making such a video;Please make more videos like this, like all the physics parts ->rigid body , force field and else
@AntoineVanGeyseghem
@AntoineVanGeyseghem 9 ай бұрын
=D
@YoU61690
@YoU61690 9 ай бұрын
Thank you so much! Your explanation is very clear and straightforward 😄😵‍💫
@andallicansayis
@andallicansayis 10 ай бұрын
4:02 why did the seams disappear? because of the uv-unwrapping or because of the marked seams? (i'm assuming the shading remained flat?)
@nuke2625
@nuke2625 10 ай бұрын
Thanx a lot brother. The work youve done is commendable.
@PixeLabor
@PixeLabor 11 ай бұрын
thank you sooo much!
@MrGravicaper
@MrGravicaper 11 ай бұрын
Hello! Please tell me how to make the simulation of the fabric default on the desired frame.
@artemtovbaz8452
@artemtovbaz8452 11 ай бұрын
Hi! Could you, please, be more specific? Anyway, you'll have to bake the whole simulation up to that frame.
@MrGravicaper
@MrGravicaper 11 ай бұрын
@@artemtovbaz8452 Thanks for the answer! Probably the automatic translation was incorrect. I'll try to write in more detail so that you can guess from the context. I'm simulating stylized hair geometry with cloth. I need to start the simulation from the first frame. But the hair (clothes simulation) has not yet had time to fall on the shoulders and take the desired shape. They take this shape around frame 60. I want the hair shape at frame 60 to be ready for simulation at frame 1. Maya has a handy feature - negative frames. I could set the frame to -60 and by the first frame I would already have the geometry ready to simulate clothes for rendering. I found a forced solution - move the animation 60 frames to the right so that the hair has time to fall. But it seems there is an option in Blender to make such a frame the default. Although maybe I'm wrong and this refers to the effect of the destruction of geometry.
@artemtovbaz8452
@artemtovbaz8452 11 ай бұрын
As far as I understand your issue, you could simulate your cloth mesh until it gets the desired shape and apply cloth simulation, then start a new cloth simulation at frame 1. but if you need to start a simulation at any other frame, just set the first frame for bake property in cloth simulation modifier. @@MrGravicaper
@MrGravicaper
@MrGravicaper 11 ай бұрын
@@artemtovbaz8452 The problem is that when I apply the simulation, for some reason the hair is detached from the body. Although I pinned them with a pin. Let me remind you that the simulation of clothes is in fact - the hair is a stylized cartoon geometry. I thought that there is an option - to make the shape of the hair that suits me (on frame 60) as a default and from it, as from the first frame, start the simulation, which will go to the render. I'll try to understand your advice, thank you very much for the answer. If it doesn't work out, I'll just move the fbx frames simulating a timeline shift like in Maya.
@artemtovbaz8452
@artemtovbaz8452 11 ай бұрын
I guess if the hair is a separate mesh, and you apply the simulation, it becomes a regular mesh. So it might be that you need to re-attach it and start a new simulation, or find a better solution for attaching it for the first time. Sorry, if I'm missing the point)@@MrGravicaper
@digitalartworm
@digitalartworm Жыл бұрын
nanites?
@janeastradeny1714
@janeastradeny1714 Жыл бұрын
Фантастически красиво! 😊👍
@janeastradeny1714
@janeastradeny1714 Жыл бұрын
Очень нравятся твои работы! 🙂 Они профессиональные, шикарные, реалистичные и оригинальные. Например, Караван периодически рассматриваю и открываю каждый раз что-то новое ))
@HazbinBrainRot
@HazbinBrainRot Жыл бұрын
thank you so much
@ek5794
@ek5794 Жыл бұрын
Can you please make a video on how you made two objects?
@artemtovbaz8452
@artemtovbaz8452 Жыл бұрын
Hi! What objects do you mean? Maybe I could explain it in the comments?
@francoiscilliers8961
@francoiscilliers8961 Жыл бұрын
Wow! How long did that take to render?
@artemtovbaz8452
@artemtovbaz8452 Жыл бұрын
I imported all pre-baked particle and manta flow simulations as alembic files from Blender to Unreal Engine and rendered the whole scene there with simple (fast) settings, so it actually took few minutes, but I had to denoise the result in Blender, and that took about an hour.
@francoiscilliers8961
@francoiscilliers8961 Жыл бұрын
@@artemtovbaz8452 Damn son! That`s some pretty good time!
@artemtovbaz8452
@artemtovbaz8452 Жыл бұрын
@@francoiscilliers8961 Thank you for kind words)
@therealKrak
@therealKrak Жыл бұрын
Can you explain why those edges are still visible?
@maiwandhimmat1779
@maiwandhimmat1779 Жыл бұрын
Hi I usually use albedo, roughness, normal, metalness and displacement can you explain what is specular maps?
@benyafezstudio
@benyafezstudio Жыл бұрын
Thanks!
@studiovega5052
@studiovega5052 Жыл бұрын
you should do more ! and you should have more subscribers!
@kritzstudio
@kritzstudio Жыл бұрын
The best tutorial on the subject, thank you very much for your time in making this video so well explained and sharing such valuable information!
@villaindota4700
@villaindota4700 Жыл бұрын
whats is your cpu ??
@AlmazWorks
@AlmazWorks Жыл бұрын
Хорошая модель. Только отражки на задней части ящика должны быть красного цвета, по-моему.
@user-yw2cr3wp1e
@user-yw2cr3wp1e Жыл бұрын
You Like Huey Lewis And The News?
@matthewbrady9342
@matthewbrady9342 Жыл бұрын
This answered so many questions. Thank you.
@fortunato1957
@fortunato1957 Жыл бұрын
Well done! Very detailed. I think, I'll pin up some screenshots on the door of my fridge!
@alternatebazaarart
@alternatebazaarart Жыл бұрын
SO HELPFUL!
@inanis_exe
@inanis_exe Жыл бұрын
When you got basics and little more, you need tutorials like this, question, answer.
@inanis_exe
@inanis_exe Жыл бұрын
Dang, stretching colorramp is genius bruh
@darkobakula5190
@darkobakula5190 Жыл бұрын
You should do a more in-depth baking tutorial on different methods of baking, their differences, pros and cons, use-cases and etc. I'd love a good tutorial explaining 1-SG baking, cageless and hard edge workflow, their cons and pros, avoiding seam breaks in smoothing, combining the methods, defining the correct curvature to avoid normal map skewing or avoiding the skewing by lowering the curvature of the hipoly and using bevel modifier to smooth out the meshes, using Weighted Normals to fix up flat triangulated faces that shade incorrectly on the hipoly. Also, object space normals and when they should be used. Honestly there is so much to cover. The best normal baking tutorial we have so far is the handplane videos and Cryengine / UE docs.
@xmkt9047
@xmkt9047 Жыл бұрын
it's cool, thank u)
@roboforce4397
@roboforce4397 Жыл бұрын
Ugly voice and tough to learn, need simple techniques
@mobinvaryan7196
@mobinvaryan7196 Жыл бұрын
really good tutorial thanks
@Azeal
@Azeal Жыл бұрын
PERFECT tutorial, thank you so much!
@AdolfHitler-lk4vo
@AdolfHitler-lk4vo Жыл бұрын
whats the difference between shade smooth and merge normals?
@gameginger5529
@gameginger5529 Жыл бұрын
not good, didnt explain anything
@angie4831
@angie4831 Жыл бұрын
Thanks from the bottom of my heart!!! you just saved me from going crazy
@skyrixdreamer4802
@skyrixdreamer4802 Жыл бұрын
Thanks ;)
@trafficface
@trafficface Жыл бұрын
Thank you!!!
@caiostange2770
@caiostange2770 2 жыл бұрын
thaaaaaank yooooou, i could not figure out for the death of me why my character was all bumpy and spiky. lower shear and higher bending did it. thank yoou
@thomasfessler1109
@thomasfessler1109 2 жыл бұрын
thanks sharing it
@mixedmeds
@mixedmeds 2 жыл бұрын
Really confusing
@fookustudios3279
@fookustudios3279 2 жыл бұрын
You are the droid I've been looking for. Finally found someone to explain the problem I've been having.
@beefeebrillate3688
@beefeebrillate3688 2 жыл бұрын
THANK YOU SO MUCH!
@rickmats5941
@rickmats5941 2 жыл бұрын
improve your pronounciation
@androidgames2930
@androidgames2930 2 жыл бұрын
Useful video,keep it up